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Everything posted by Heegrim
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An Option to Display Inventory Bags on our Character Model
Heegrim replied to Perdido Street's topic in Suggestions
I like the idea of different attachment points for different bags. I think they should do away with the 4-backpack system if favour of having a dedicated slot for each with a bit more variability between them besides just more inventory slots. I also made a post about that before.- 1 reply
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Yeah, I like how iron ore generates in large patches that require you to make a mine to come back to more than just once. Once minecarts are added, they would make so much more sense to use when mining a coal seam. There is such a reliance on charcoal in this game so finding a stable source of coal would be nice so I don’t have to log an entire forest to forge a set of armour.
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I agree that the AI would have to be a bit smarter so they don’t keep fleeing into the ocean and coming back. This would be more of a change geared towards new players or stone age/nomadic roleplayers. It’s not really something meant to be done once you have good ranged weapons. People also did not sprint after animals while hunting this way, they would hike at a steady pace so they wouldn’t become exhausted (as someone else mentioned: you could forage along the way). I think animals should have a slightly larger detection range to make being skilled with a ranged weapon even more rewarding. They should also drop or become wounded/slowed with fewer spear hits so that ranged hunting doesn’t just become a lengthy chase in the first place.
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Yeah my library looks dusty as hell if I leave any of the books out. It would be cool if they had more visual variation between them too instead of just a flat UI screen. Scrolls should have a parchment background and more fancy font compared to a miner’s journal that was just scribbled in and covered in coal dust.
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Animals should get tired and no longer be able to run after around a day of constantly being chased. This is the main method of hunting that early humans used so it would be nice if we could chase animals to exhaustion to be able to easily kill them with a knife/spear or more easily capture them.
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It would be nice if they had a cowering animation when they get stuck so you almost feel bad for them when they get cornered and stop attacking.
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Can someone add a loon or mourning dove into the game?
Heegrim replied to MarcQ's topic in Suggestions
Dove sounds drive me crazy but this game is sorely missing birds. -
I guess so, there could just be a world setting for Jonas tech causing instability that the factory nerds can disable. I am said factory nerd but I want to be punished for my sinful creations.
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I think the temporal stability should decrease significantly around these types of ‘automation’ tech machines. If players want to build enormous temporal gear-consuming/coal burning factories, they should have to deal with rust creatures crawling through the pipes.
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Some sort of clockwork irrigation system would make sense too.
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Yeah, we need some reason to actually go out during a storm. Structures full of ancient loot that temporarily appear would be perfect! Temporally unstable areas should have more to them as well. Right now, they just prevent you from building a base there because you will slowly go crazy. Firstly, they should have higher overall rift activity so it is more obvious where they are (or maybe some particle effects or different sky colour). More importantly, there should be more dungeons and/or rustworld structures there so there is a reward for delving deep into unstable territory.
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The starvation mechanic definitely needs to be fleshed out more. Being able to just slap bandaids on your grumbling tummy to heal starvation damage makes no sense. If a hydration system is implemented, there should definitely be a ‘trusty’ water skin item that you automatically drink from to avoid the constantly having to stop and hold right-click to drink every 5 mins. Dehydration should be a debuff status effect rather than another bar to fill. I think how many meals a day you need to eat should be adjusted too (especially if we also have to drink water). Being a blackguard and just running around outside during winter causes me to have to eat multiple pots full of food a day to avoid starving.
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Yesss! Using both hands to swing the pickaxe better makes so much sense! Having your offhand free should be an upgrade instead of being penalized for utilizing it. This would go so well with animation/sound overhauls so you can actually tell that it is working better with both hands. The current little plinky dink sound can be for one handed mining and a slower, but more impactful sound and animation can play when using both hands. Same should go for axes and weapons. (I hope they give some more love to immersive first person mode because the combat feels so much better with that turned on until your head disconnects or the attack animation gets stuck playing over and over without ever connecting). Also (unrelated), the falx should have a more ripping metal sound effect when hitting rust monsters. The little ass slap sound effect just doesn’t fit for it lol. It should also be slower and maybe stun them while it rips through them instead of just smacking them back like everything else. It is curved inwards so it would pull them down/towards you, not knock them back. Two-handing the falx should focus on slashing/crushing and maybe a sweeping area attack while one-handing with a shield would allow you to bash them back. I so hope we are getting a combat update now that the armour overhaul appears to be on the horizon.
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At least building materials traders sell plaster for cheap. Makes no sense that they don’t have any of the ingredients to make it though lol.
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I agree that there should be some progression to cooking after pottery. A larger fire pit that you can fit a metal cauldron on to cook more meals at once seems like it should already be in the game at this point. We already have silver knives and silver ‘plates’ so we just need a smithing recipe for a fork and we’ll be fine dining!
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There should be edible shellfish colonies on rocky shorelines similar to the coral reefs. Oysters would be a great early-game source of food and seashells for lime. Live shellfish would slowly reproduce onto nearby underwater rocks until a max nearby population is reached and become depleted if the player harvests too many, just like fish. Maybe they could even be farmable (renewable lime!). Clam digging should also be a mechanic like worm grunting but with a shovel on sand near seawater. There should be more flat and shallow shorelines too, the terrain generator seems to love creating coastlines that drop straight into an abyss. Hopefully that comes with the river update (i.e. river deltas). Also, I want to see colourful living seastars underwater so I can name one Patrick. unrelated: seaweed should be able to be cooked in soups as an optional ingredient. Water + seaweed + pickled soybean = miso soup!
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Omg there is no limestone or chalk anywhere near me and I have only found building materials traders. Why do they not sell mortar!? It is literally THE building material… You can’t turn it back into lime so it’s not like it would be a hack to get leather production going. I have literally combed every beach for shells too (they should probably be on the loot table for fishing, I know I have gotten my line stuck on oysters irl). I just want to tile my kitchen floor
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Since you can use firewood to fuel the beehive kiln, the same should go for firing pottery in the bloomery. Lower temp fuel means less heat-stress on the bricks and a much lower chance of losing bricks as well as less fuel used (and no sticks needed!). Fireclay is craftable now so it’s not as big of an investment anyways. Maybe you can only fit a few pieces of firewood in it at a time so you have to tend the fire for a similar amount of time as the beehive kiln to get a complete firing. Or instead, you place the bloomery on top of a firebrick grating and put the fuel underneath. This would be a simple way to teach players how fueling the multiblock structures work too.
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I don’t think developing full on relationships would fit this game, but I think the NPCs should have a bit more personality and different dialogue options based on what kind of trader they are. Maybe more options that unlock as you trade and complete tasks for them (like the treasure hunters). Some of them should be wary of the Seraphs or even superstitious of them. You would think a few of them would start going crazy after being alone in the forest for all this time but they all just welcome you with open arms and let you sleep in their bed.
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It’s crazy how expensive the beehive kiln is just to unlock different coloured ceramics. There should be a small mid-tier kiln that does not require iron doors. I have seen videos by Primitive Technology where he creates a kiln that basically looks like the bloomery to fire ceramics. It should be 1x1 like the pit kiln but made of fire bricks and give access to one of the beehive kiln colours (like the orange/gray). Or just let us put a single small clay item inside the existing bloomery to fire them this way (storage vessels would need the beehive kiln, but a crock or small stack of tiles would fit perfectly).
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Is it really that big of a performance drain? I assume the cabinet is just working like a chest that stores additional data about position and rotation to display the items. Could they not just attach this data to other blocks when something is placed on them? (of course placing thousands of items would eventually cause issues, but that’s not because the block isn’t a cabinet) Chiseled blocks already generate a custom hitbox mesh so raycasting to find the placement position should be easy enough.
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Wouldn’t it be cool if we could place items freely on any block (like how the new cabinets work). That way my starter hovel can really look like a complete mess with stuff strewn all over the floor! Seriously though, it would be awesome to be able to place candles and other decorations exactly where I want them on the mantle of my fireplace. Placing bowls and stuff needs a rework anyways because the hitbox is just flat and I end up picking up a bowl through something in front of it because I wasn’t looking at the very base of the item in front. I have also noticed new players struggling to pick up a fishing rod because they are looking at the rod itself and not the floor.
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I hope we get a temperature system overhaul with the status effect update. I’m not expecting a full on fluid simulation but it would be nice if rooms had their own temperatures that could be affected by heat sources and how well insulated they are. The room algorithm already identifies where holes are so it could just give the room an insulation percentage that affects how fast heat is lost. I want to actually have to light a fire in my house to warm up during winter instead of just standing in a closet while it’s -20 degrees outside.
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Yeah, for a game where a realistic tree is the logo and the main menu music is literally called “Roots”, there is a distinct lack of realistic trees with roots…